// 浮点数精度 height - medium - lowp ( 放在最前面，告知计算机应该如何计算浮点数 )
precision lowp float;

attribute vec3 position;
attribute vec2 uv;

uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;




// 输出变量
varying vec2 vUv;
varying vec4 vPosition;
varying vec3 gPosition;

void main(){
    vec4 modulePosition = modelMatrix * vec4(position,1.0);

    vUv = uv;
    vPosition = modulePosition;
    gPosition = position;

    gl_Position = projectionMatrix * viewMatrix * modulePosition;
}